Agent Skill
2/7/2026

skill-name

{{SKILL_DESCRIPTION}} Use this skill when working with drawing operations, sprites, animations, shaders, or any visual rendering in LÖVE games.

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redkenrok
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SKILL.md

Nameskill-name
Description{{SKILL_DESCRIPTION}} Use this skill when working with drawing operations, sprites, animations, shaders, or any visual rendering in LÖVE games.

name: {{SKILL_NAME}} description: {{SKILL_DESCRIPTION}} Use this skill when working with drawing operations, sprites, animations, shaders, or any visual rendering in LÖVE games. license: MIT metadata: author: Ron Dekker <rondekker.nl>

When to use this skill

{{SKILL_DESCRIPTION}} Use this skill when working with drawing operations, sprites, animations, shaders, or any visual rendering in LÖVE games.

Common use cases

  • Drawing shapes, images, and text
  • Creating animations and particle effects
  • Implementing custom shaders and post-processing effects
  • Managing sprites and sprite batches
  • Handling screen transitions and visual effects

{{MODULES_LIST}} {{FUNCTIONS_LIST}} {{CALLBACKS_LIST}} {{TYPES_LIST}} {{ENUMS_LIST}}

Examples

Drawing a colored rectangle

-- Draw a red rectangle
function love.draw()
  love.graphics.setColor(1, 0, 0, 1)  -- RGBA: red, fully opaque
  love.graphics.rectangle("fill", 100, 100, 200, 150)
end

Loading and drawing an image

local image

function love.load()
  image = love.graphics.newImage("sprite.png")
end

function love.draw()
  love.graphics.draw(image, 200, 200, 0, 2, 2)  -- Draw at 200,200 with 2x scale
end

Best practices

  • Load graphics resources in love.load() to avoid delays during gameplay
  • Use sprite batches for efficient drawing of many identical sprites
  • Consider using canvas objects for complex compositions
  • Be mindful of coordinate system (0,0 is top-left by default)
  • Use appropriate image formats: PNG for transparency, JPEG for photos

Performance considerations

  • Too many draw calls can cause performance issues
  • Large images consume more memory
  • Complex shaders impact GPU performance
  • Frequent state changes (color, blend mode) can be expensive
  • Particle systems can be CPU-intensive with many particles

Platform compatibility

  • Desktop (Windows, macOS, Linux): Full graphics support including shaders
  • Mobile (iOS, Android): Full support but some shader features may be limited
  • Web: Good support but some advanced features may not be available
Skills Info
Original Name:skill-nameAuthor:redkenrok